Website URL

ICQ

Yahoo

Jabber

Skype

Google+

YouTube

Vimeo

Facebook

Location

Interests

Hi all - I recently started learning Substance Designer, Painter, and 3DCoat. Usually one would take their materials generated in Designer and apply them in Painter, but after using 3DCoat for a couple of weeks, I'm just about convinced that 3DCoat's texturing setup feels much more accessible than Painter (lots of little 3DCoat advantages, like Zbrush-esque navigation which works wonderful with a tablet, able to quickly freeze/unfreeze UV shells, etc. but still learning both). I'm having a lot of trouble exporting my material maps from Substance Designer and importing them into 3D Coat while retaining the same look and feel of the original.
Here are my current results, with the material applied to a cube in Substance Designer on the left, and those maps exported and applied to a cube in 3D Coat on the right. I have quite a few questions.
Surely I'm doing something wrong? I created a new Smart Material, and for my "Color" Texture in 3D coat, I imported the base color texture from Substance designer. Depth texture in 3DCoat <-- Normal texture from SD. Roughness texture in 3DCOAT <-- Roughness Texture from SD. Metalness texture in 3DCOAT <-- Metallic texture from SD. Condition Mask Texture in 3DCOAT <-- Ambient Occlusion texture from SD (this one wouldn't be necessary, right?). I'm a bit confused, where does the height map texture exported from Substance Designer hook into 3DCoat's Smart Material? There seems to be no field for that.
I made sure to generate the "CurvatureMap" layer in 3DCoat. With the SmartMaterial selected, I also used the buttons in the "Preview Options" window to adjust the size/position/rotation of my smart material being applied to the cube, but I still couldn't get it to look correct. In Substance Designer, notice my material intentionally has a large raised circle in the center of each face, but it's completely missing in 3DCoat, despite using the same texture maps. Just to note also, the default Smart Materials in 3DCoat work beautifully - it just seems to be these custom ones I'm making that just won't work.
I've attached the maps exported from Substance Designer.
Any advice or suggestions would be greatly appreciated, thanks!
SD_to_3DCOAT_TextureMaps.rar

Hey welcome!
Hello everyone!
I would like to share with this fantastic community my work in progress that I make using 3D-Coat. In this my sketchbook, I invite everyone to participate and that you feel free to say what you really think of my work ...No heartbroken!

Hello.
It is already 6 hours of nightmare with textures export of Smart Material. I can't export texture with high resolution as shown in preview and viewport. I read all topics about this problem, tried to change mesh and texture resolution (I set 16384 on start but baking allows only 8192 resolution) , bake textures (I set 16384 on start but baking allows only 4092 resolution) etc. and I already tried with high-poly mesh and 16 384 texture size, but exported image is blurry and terrible. Whatever I do - the result is always low-resolution blurry map.
Please, help me! I can't sleep!

I stumbled upon this article and thought I should share it here as it maybe of interest to some of you, especially those new to texturing....
Elliminate Texture Confusion: Bump, Normal and Displacement Maps
Cheers
Ken

Hello,
I'm relatively new to 3d coat but my youtube research hadn't found a solution. In my workflow, I'll generally create and sometimes uv a mesh in maya and bring it into a program like 3d coat or substance painter for texturing. The 3d coat habit I've picked up has me separate different components from the mesh during the modeling process so I can use the 3d coat fill tool to just paint that component instead of the whole object. My question is, can I take that another step further and get 3d coat to see those separate components as different paint objects so I can hide them if I need to paint behind them?
Thank you.

Hello guys I hope this is not a stupid question but Is there option to have smart material effect on textures when painting normal map? I noticed that material properties like for example rust on concave/convex etc are not showing on normal maps? Or is there need for any specific order of smart material and normal map in layer tree?

Hey, guys. Long time no see!
I just want to share my latest project: The Black Squad Captain. I used Modo and 3D-Coat. I tried to paint the entire face and I'm satisfied with the final result.
Hope you like it! :)
Cheers,
Dimitri

Not sure if this is the proper place for this post as I'm not a 3DC pro nor intermediate and I'm not totally a 3DC noob.
I've textured a model in 3DC's native format in the paint room. It has no UV mapping. I did not convert it to an OBJ and import it into the paint room. I am using 3DC's native file format with the intent of doing a 3DC render then import into Photoshop or ArtRage to paint over.
I textured in the paint room using pbr shaders and also used 3DC's bridge to the external editor (in my case Photoshop CC 2017).
After I finished texturing I decided I would export to an OBJ to use in Daz Studio or Vue Complete. However when I re-import the OBJ into 3DC there are no textures (pbr shaders or Photoshop).
In the folder where I exported the model is only the OBJ and associated MTL file.
Is there any way of texturing a native 3DC model in the paint room and exporting to OBJ with texturing applied?
I thinking it's not possible but just curious if if can be done.
Cheers & many thanks...
Ken
PS: Just getting back into 3DCoat as I spend most of the summer with my Nikon DSLRs shooting well over 6,000 raw photos or landscapes, classic cars, hot rods and scenes. Most of my time has been in Lightroom CC 2017 & Photoshop CC 2017. So now a little rusty in 3DCoat, Silo3D & Moi3D.

Hi everyone,
I've been using 3DCoat to create UVs for objects built in C4D, and it's a relatively simple process. What I want to do now, however, is texture a pencil. I'm still very unclear about how this process works. If I understand correctly:
I should create a base texture (the yellow paint) and fill an entire layer.
Then I should make a new layer, and paint in a wood texture near the tip.
Then I should make a new layer, and paint in the lead tip.
I'm not sure how to do the text.
This all takes place in the Paint room, correct?
If anyone feels like walking me through how this actually works, or maybe a tutorial that really walks through this step by step (I've watched a ton of tutorials and still really don't understand), that would REALLY help me out!
OBJ and reference are attached.
Thank you!
Justin
Pencil.obj